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* Armor in ''VideoGame/Warhammer40000Boltgun'' is called contempt, which is a callback to the title of a ''Literature/GauntsGhosts'' novel and a slogan of [[{{Literature/Ravenor}} Inquisitor Ravenor]]'s.
--> "My armor is contempt. My shield is disgust. My sword is hatred."
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* Creator/IdSoftware's ''VideoGame/{{Doom}}'' series lists both the player character's health and his armor.

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* Creator/IdSoftware's ''VideoGame/{{Doom}}'' series lists both the player character's health and his armor. Doomguy's armor provides a better defense against melee attacks and projectiles when armor points are collected in the levels. There are powerups that can raise its cap, though they cannot be replenished once they're spent by taking damage, and reducing their current amount to below the original cap will also undo the extension.
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* ''Videogame/SpyroTheDragon'': [[PlatformingPocketPal Sparx the dragonfly]] is Spyro's "shield", and has 4 points of armor, represented by his colors. Spyro is actually a OneHitPointWonder. Sparx will take the damage for you when you get hit. Full armor is yellow, then it goes blue, then green, and the last hit makes him disappear.

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* ''Videogame/SpyroTheDragon'': ''Franchise/SpyroTheDragon'': [[PlatformingPocketPal Sparx the dragonfly]] is Spyro's "shield", and has 4 points of armor, represented by his colors. Spyro is actually a OneHitPointWonder. Sparx will take the damage for you when you get hit. Full armor is yellow, then it goes blue, then green, and the last hit makes him disappear.
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[[caption-width-right:350:Double the info, double the wins.[[labelnote:*]]Left: ''VideoGame/UnrealTournament''. Right: ''VideoGame/UnrealTournamentIII''. From top to bottom: no armor, (Helmet+)Body Armor+Thighpads, Armor+Jump Boots, [[BodyArmorAsHitPoints Shield Belt]]+Jump Boots.[[/labelnote]]]]

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[[caption-width-right:350:Double the info, double the wins.[[labelnote:*]]Left: [[note]]Left: ''VideoGame/UnrealTournament''. Right: ''VideoGame/UnrealTournamentIII''. From top to bottom: no armor, (Helmet+)Body Armor+Thighpads, Armor+Jump Boots, [[BodyArmorAsHitPoints Shield Belt]]+Jump Boots.[[/labelnote]]]]
[[/note]]]]
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no they don't, it's a flat damage reduction until the armor's completely destroyed


RegeneratingShieldStaticHealth is when the armor/shield can regenerate, like RegeneratingHealth for HitPoints. AntiArmor attacks may damage this gauge more than any other attacks would (unlike ArmorPiercingAttack, which would ignore the points or only damage it lightly while dealing direct damage to your HP). ManaShield is when your ManaMeter temporarily becomes Armor Meter as damage you took instead burns your mana.

BodyArmorAsHitPoints is not this trope as that's when armor directly serves as HP, not a DamageReduction mechanic.

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RegeneratingShieldStaticHealth is when the armor/shield can regenerate, like RegeneratingHealth for HitPoints.HitPoints, to protect your actual hitpoints which don't regenerate on their own. AntiArmor attacks may damage this gauge more than any other attacks would (unlike ArmorPiercingAttack, which would ignore the points or only damage it lightly while dealing direct damage to your HP). ManaShield is when your ManaMeter temporarily becomes Armor Meter as damage you took take instead burns your mana.

BodyArmorAsHitPoints is not this trope as that's trope; that is when armor directly serves as extra HP, not a DamageReduction mechanic.



* Creator/IdSoftware's ''VideoGame/{{Doom}}'' series lists both the player character's health and his armor. As the armor suffers cumulative damage, the monsters' attack points get apportioned in increasing share against the player character's health percentage.

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* Creator/IdSoftware's ''VideoGame/{{Doom}}'' series lists both the player character's health and his armor. As the armor suffers cumulative damage, the monsters' attack points get apportioned in increasing share against the player character's health percentage.

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* In ''Franchise/{{Halo}}'', players play as Spartans who wear armor with in-built energy shielding. The shield drains away as the player takes damage and once it's completely depleted, their HP starts taking hits.



* In ''VideoGame/{{Outlaws}}'', you can find boilerplates to use as armour whose durability is shown as a card on the bottom of the screen that slides down with each hit they absorb.



** ''VideoGame/QuakeIV'' has a regenerating shield gauge for vehicles driven by the player and the bosses.



** The console versions of ''VideoGame/UnrealTournament'' displays armor as a meter gauge.
** ''VideoGame/UnrealIITheAwakening'' displays shields as a meter gauge.



[[folder:FirstPersonShooter]]
* In ''Franchise/{{Halo}}'', players play as Spartans who wear armor with in-built energy shielding. The shield drains away as the player takes damage and once it's completely depleted, their HP starts taking hits.
* In ''VideoGame/{{Outlaws}}'', you can find boilerplates to use as armour whose durability is shown as a card on the bottom of the screen that slides down with each hit they absorb.
* ''VideoGame/QuakeIV'' has a regenerating shield gauge for vehicles driven by the player and the bosses.
* The console versions of ''VideoGame/UnrealTournament'' displays armor as a meter gauge.
** ''VideoGame/UnrealIITheAwakening'' displays shields as a meter gauge.
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[[folder:TurnBasedStrategy]]
* ''[[VideoGame/MasterOfOrion Master Of Orion II]]'' has the number of armor points (along with shield points and structure points) visible in the ship's design. In battle, they're presented as a meter adjacent to the ship in the mini display, or their exact value can be examined when scanning the ship.
* ''VideoGame/XCOMEnemyUnknown'' and games using that ruleset have armor points for each unit, and for each side (including underneath). It's shown on a statistics screen for said unit as a meter and number, and is based on the armor being used. Note that it is still not a complete picture, as some enemies have armor types that greatly affect the damage reduction of certain attacks. (e.g. Lobstermen multiply incoming damage from the armor piercing damage types by 0.2)
[[/folder]]
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* ''VideoGame/Hexen'' uses armor points internally, but only displays it as an abstract armor class (that includes the class's base AC). ''VideoGame/Hexen II'' has armor points tracked on a per-piece basis in the status window.

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* ''VideoGame/Hexen'' ''VideoGame/{{Hexen}}'' uses armor points internally, internally in the same way as ''Doom'', but only displays it as an abstract armor class (that includes the class's base AC). ''VideoGame/Hexen ''Hexen II'' has armor points tracked on a per-piece basis in the status window.

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* ''VideoGame/Hexen'' uses armor points internally, but only displays it as an abstract armor class (that includes the class's base AC). ''VideoGame/Hexen II'' has armor points tracked on a per-piece basis in the status window.



[[folder:RealTimeStrategy]]

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[[folder:RealTimeStrategy]]
* In ''Videogame/{{Stellaris}}'' armor is a stat gained by equiping ships or stations with armor plates. They give an armor score, which in turn gives an armor percentage decided by the ship size (larger ships need more armor points to gain the same armor percentage). Damage is calculated by how much it relatively would harm a ship with the same hitpoints times [1 + armor percentage]. Energy weapons and large kinetic weapons also have the ability to bypass a certain percentage of armor points, reducing their relative armor percentage.
[[/folder]]


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[[folder:RealTimeStrategy]]
* In ''Videogame/{{Stellaris}}'' armor is a stat gained by equiping ships or stations with armor plates. They give an armor score, which in turn gives an armor percentage decided by the ship size (larger ships need more armor points to gain the same armor percentage). Damage is calculated by how much it relatively would harm a ship with the same hitpoints times [1 + armor percentage]. Energy weapons and large kinetic weapons also have the ability to bypass a certain percentage of armor points, reducing their relative armor percentage.

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* ''VideoGame/HonkaiImpact3rd:'' Some stronger mooks, EliteMooks, and bosses have shield gauges that will reduce the damage taken and make them resistant to flinching until the gauge is depleted; bosses will also become stunned/dazed when it happens. The shield will eventually regenerate, so you gotta give it your all while they're still vulnerable. Some of your Valkyries' attacks may deal extra damage to the shields, while elemental attacks won't damage the shields and instead deal direct damage to the enemy.



[[folder:HackAndSlash]]
* ''VideoGame/HonkaiImpact3rd:'' Some stronger mooks, EliteMooks, and bosses have shield gauges that will reduce the damage taken and make them resistant to flinching until the gauge is depleted; bosses will also become stunned/dazed when it happens. The shield will eventually regenerate, so you gotta give it your all while they're still vulnerable. Some of your Valkyries' attacks may deal extra damage to the shields, while elemental attacks won't damage the shields and instead deal direct damage to the enemy.
[[/folder]]
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* ''VideoGame/QuakeIV'' has a RegeneratingShield gauge for vehicles driven by the player and the bosses.

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* ''VideoGame/QuakeIV'' has a RegeneratingShield regenerating shield gauge for vehicles driven by the player and the bosses.
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* In ''VideoGame/{{Overwatch}}'', physical armor, (which reduces the damage of incoming fire[[note]]specifically 5 hp for any hit that does more than 10 hp of damage, or half damage for a hit that deals less than 10 hp, meaning it can be overcome by burst damage like Junkrat or Pharah's projectiles, but works very well against rapid fire damage like Tracer and Soldier 76's guns[[/note]]) is represented by yellow ticks on your health bar while shield (which doesn't reduce damage, but can regenerate automatically after a few seconds of not taking damage) is represented as blue. Temporary armour and shields (which aren't healed, and sometimes drain away over time) which some abilities provide are represented by darker ticks.

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* In ''VideoGame/{{Overwatch}}'', physical armor, (which reduces the damage of incoming fire[[note]]specifically 5 3 hp for any hit that does more than 10 6 hp of damage, or half damage for a hit that deals less than 10 hp, meaning it can be overcome by burst damage like Junkrat or Pharah's projectiles, but works very well against rapid fire damage like Tracer and Soldier 76's guns[[/note]]) is represented by yellow ticks on your health bar while shield (which doesn't reduce damage, but can regenerate automatically after a few seconds of not taking damage) is represented as blue. Temporary armour and shields (which aren't healed, and sometimes drain away over time) which some abilities provide are represented by darker ticks.
Willbyr MOD

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[[quoteright:350:[[VideoGame/{{Unreal}} https://static.tvtropes.org/pmwiki/pub/images/ut_ut3_armor.jpg]]]]
[[caption-width-right:350:Double the info, double the wins.[[labelnote:*]]Left: ''VideoGame/UnrealTournament''. Right: ''VideoGame/UnrealTournamentIII''. From top to bottom: no armor, (Helmet+)Body Armor+Thighpads, Armor+Jump Boots, [[BodyArmorAsHitPoints Shield Belt]]+Jump Boots.[[/labelnote]]]]

In video games, usually in the {{HUD}}, this trope is a number that represents your armor's durability, i.e how much damage it can take before it breaks and stops protecting you. Can also be done with shields, whether [[LuckilyMyShieldWillProtectMe traditional ones]] or [[DeflectorShields force field ones]]. This often appears alongside the LifeMeter and/or HitPoints.

Like in HitPoints's case, the armor's capability of protecting you (usually by [[DamageReduction shaving off some percentage of damage you took]]) is usually subject to CriticalExistenceFailure (meaning that it won't suffer any reduction in effectiveness even as it nearly breaks).

RegeneratingShieldStaticHealth is when the armor/shield can regenerate, like RegeneratingHealth for HitPoints. AntiArmor attacks may damage this gauge more than any other attacks would (unlike ArmorPiercingAttack, which would ignore the points or only damage it lightly while dealing direct damage to your HP). ManaShield is when your ManaMeter temporarily becomes Armor Meter as damage you took instead burns your mana.

BodyArmorAsHitPoints is not this trope as that's when armor directly serves as HP, not a DamageReduction mechanic.

Note that a SubTrope of this is SingleUseShield, where a defensive object is treated like a OneHitPointWonder, but can take any amount of damage, so long as that damage is dealt as a single hit.
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!Examples
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[[folder:FirstPersonShooter]]
* In ''Videogame/CounterStrike'': The amount of armor the player has is a value from 0 to 100, to the right of an armor-related symbol, like a kevlar vest, or a shield. Armor is obtained by purchasing [[BulletproofVest kevlar vests]].
* Creator/IdSoftware's ''VideoGame/{{Doom}}'' series lists both the player character's health and his armor. As the armor suffers cumulative damage, the monsters' attack points get apportioned in increasing share against the player character's health percentage.
* In ''VideoGame/{{Overwatch}}'', physical armor, (which reduces the damage of incoming fire[[note]]specifically 5 hp for any hit that does more than 10 hp of damage, or half damage for a hit that deals less than 10 hp, meaning it can be overcome by burst damage like Junkrat or Pharah's projectiles, but works very well against rapid fire damage like Tracer and Soldier 76's guns[[/note]]) is represented by yellow ticks on your health bar while shield (which doesn't reduce damage, but can regenerate automatically after a few seconds of not taking damage) is represented as blue. Temporary armour and shields (which aren't healed, and sometimes drain away over time) which some abilities provide are represented by darker ticks.
* Games in the ''VideoGame/{{Quake}}'' series have an armor gauge of the icon+number variety for the player. This is also true for the FOSS {{spiritual successor}}s, as well as {{game mod}}s such as ''VideoGame/QuakeChampionsDoomEdition''.
* ''VideoGame/CommandAndConquerRenegade'' used a gauge and number for both life (with a hollow gauge filling with green) and armor (with a growing row of shields and the exact armor points number on the last one).
* ''VideoGame/UnrealTournament''[='=]s and ''VideoGame/UnrealTournamentIII''[='=]s armor indicators are represented in the HUD (''UT'' has it in the top-right corner, while ''[=UT3=]'' has it in the bottom-left corner) in two ways: the icon+number variety and a human shape which not only displays the kinds of armor they have but also if the user is carrying the Jump Boots with them. In ''III'', if the user isn't carrying any piece of armor, only the health indicator remains.
* ''VideoGame/{{Unreal|I}}'', ''VideoGame/UnrealChampionship'', ''Unreal Tournament 2003'', ''VideoGame/UnrealTournament2004'' and ''VideoGame/UnrealTournament4'' display armor as an icon-number on the HUD.
[[/folder]]

[[folder:Hack And Slash]]
* ''VideoGame/{{Diablo}}''. When you are hit while wearing armor, there's a chance that your armor's Durability will decrease. When its Durability reaches zero, the armor is destroyed. If you take it to the blacksmith before it's destroyed, he can repair it.
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[[folder:RealTimeStrategy]]
* In ''Videogame/{{Stellaris}}'' armor is a stat gained by equiping ships or stations with armor plates. They give an armor score, which in turn gives an armor percentage decided by the ship size (larger ships need more armor points to gain the same armor percentage). Damage is calculated by how much it relatively would harm a ship with the same hitpoints times [1 + armor percentage]. Energy weapons and large kinetic weapons also have the ability to bypass a certain percentage of armor points, reducing their relative armor percentage.
[[/folder]]

[[folder:RolePlayingGame]]
* In ''VideoGame/DivinityOriginalSinII'', each character has two armor meters: Physical and Magical, with each absorbing 1-for-1 the damage from the corresponding attack types. These meters are based on the character's equipment and don't regenerate in combat (without the use of special abilities), while running out of any type allows the character to be targeted by StatusEffects (while the armor is up, only certain effects like Necrofire affect the character).
* In ''VideoGame/DragonAgeInquisition'', characters of the warrior class get the "Guard" points, which are obtained by using certain abilities and passives and are layered on top of the regular LifeMeter, absorbing the brunt of incoming damage before the warrior starts losing HP. With certain ItemCrafting tricks, it is possible for [[FighterMageThief rogues and mages]] to get Guard points, as well, giving them warrior-level defenses in addition to [[DamagerHealerTank their own DPS]], which is as broken as it sounds.
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[[folder:ActionAdventure]]
* ''Videogame/TheLegendOfZeldaSkywardSword's'' shields use a meter to indicate how much more damage they can take. The final shield doesn't take damage, but still has a meter.
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[[folder:FightingGame]]
* ''Videogame/BlazBlue'': The Barrier Gauge determines how much the character can use the Barrier Block, i.e putting up a DeflectorShield that will negate ScratchDamage. If the gauge is depleted, they'll get a penalty where the damage they take will be increased by 1.2 times.
[[/folder]]

[[folder:FirstPersonShooter]]
* In ''Franchise/{{Halo}}'', players play as Spartans who wear armor with in-built energy shielding. The shield drains away as the player takes damage and once it's completely depleted, their HP starts taking hits.
* In ''VideoGame/{{Outlaws}}'', you can find boilerplates to use as armour whose durability is shown as a card on the bottom of the screen that slides down with each hit they absorb.
* ''VideoGame/QuakeIV'' has a RegeneratingShield gauge for vehicles driven by the player and the bosses.
* The console versions of ''VideoGame/UnrealTournament'' displays armor as a meter gauge.
** ''VideoGame/UnrealIITheAwakening'' displays shields as a meter gauge.
[[/folder]]

[[folder:HackAndSlash]]
* ''VideoGame/HonkaiImpact3rd:'' Some stronger mooks, EliteMooks, and bosses have shield gauges that will reduce the damage taken and make them resistant to flinching until the gauge is depleted; bosses will also become stunned/dazed when it happens. The shield will eventually regenerate, so you gotta give it your all while they're still vulnerable. Some of your Valkyries' attacks may deal extra damage to the shields, while elemental attacks won't damage the shields and instead deal direct damage to the enemy.
[[/folder]]

[[folder:RealTimeStrategy]]
* In the ''VideoGame/StarCraft'' series, Protoss units and buildings have a blue bar over their HP bar which indicates the current strength of their shields. Once these are depleted, damage is applied directly to their HP, and a visual effect indicates whether a unit/building has shields.
* This is a special ability of certain Imperial Guard units in ''VideoGame/DawnOfWarII.'' You buy them extra armor, which takes damage before their HP does. This armor can't be repaired, only replaced wholesale by buying it again.
[[/folder]]

[[folder:ShootEmUp]]
* ''Videogame/AlienShooter'': The game lets you acquire armors, ranging from simple kevlar vests all the way to full body armors. They also come with durability points that shows up in a gauge next to your HP bar when you equip them.
[[/folder]]

[[folder:ThirdPersonShooter]]
* ''Videogame/{{Gungrave}}'': Beyond the Grave (the player character) has a blue bar beneath his HP bar that serves as this; he wouldn't actually be damaged from heavy gunfire of Mooks as long as the bar is still there, but if it depletes, that's when he takes damage normally.
[[/folder]]

[[folder:WideOpenSandbox]]
* In ''VideoGame/{{Minecraft}}'', shields and each piece of armour have a meter that whittles down as the player takes damage while wearing them, eventually breaking when that meter runs out and leaving player more vulnerable.
* Many games from the ''VideoGame/GrandTheftAuto'' series have a meter to represent body armor. In ''VideoGame/GrandTheftAutoIII'' and ''VideoGame/GrandTheftAutoViceCity'', this was basically an extension of your life gauge. Starting in ''VideoGame/GrandTheftAutoSanAndreas'', there were attacks which bypassed the armor and dealt damage directly to the character.
[[/folder]]

[[folder:Platformers]]
* ''Videogame/SpyroTheDragon'': [[PlatformingPocketPal Sparx the dragonfly]] is Spyro's "shield", and has 4 points of armor, represented by his colors. Spyro is actually a OneHitPointWonder. Sparx will take the damage for you when you get hit. Full armor is yellow, then it goes blue, then green, and the last hit makes him disappear.
[[/folder]]

%%[[folder:Non videogame examples]]
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